/Engine/Source/Runtime/Landscape/Classes/LandscapeSplineSegment.h
class ULandscapeSplineSegment : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
uint32: 1
bCastShadow
Whether the Spline Meshes should cast a shadow.
uint32:  1
bHiddenInGame
Whether to hide the mesh in game
uint32: 1
bLowerTerrain
If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape.
uint32:  1
bNavDirty
FBodyInstance
BodyInstance
Mesh Collision Settings
FBox
Bounds
Bounds of points
uint32:  1
bPlaceSplineMeshesInStreamingLevels
Whether spline meshes should be placed in landscape proxy streaming levels (true) or the spline's level (false)
uint32: 1
bRaiseTerrain
If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape.
uint8:  1
bRenderCustomDepth
If true, this component will be rendered in the CustomDepth pass (usually used for outlines)
uint32:  1
bSelected
FLandscapeSplin...
Connections
Directly editable data:
int32
CustomDepthStencilValue
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)
ERendererStenci...
CustomDepthStencilWriteMask
Mask used for stencil buffer writes.
TArray<TSoftOb...
ForeignWorlds
World references for mesh components stored in other streaming levels
FName
LayerName
Name of blend layer to paint when applying spline to landscape If "none", no layer is painted
float
LDMaxDrawDistance
Max draw distance for all the mesh pieces used in this spline
TArray<TObject...
LocalMeshComponents
Spline meshes
FGuid
ModificationKey
Key for tracking whether this segment has been modified relative to the mesh components stored in other streaming levels
TArray<FLandsc...
Points
Spline points
int32
RandomSeed
Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set.
TArray<TObject...
RuntimeVirtualTextures
Array of runtime virtual textures into which we draw the spline segment.
FInterpCurveVec...
SplineInfo
Procedural data:
TArray<FLandsc...
SplineMeshes
Spline meshes from this list are used in random order along the spline.
int32
TranslucencySortPriority
Translucent objects with a lower sort priority draw behind objects with a higher priority.
int32
VirtualTextureCullMips
Number of lower mips in the runtime virtual texture to skip for rendering this primitive.
int32
VirtualTextureLodBias
Lod bias for rendering to runtime virtual texture.
float
VirtualTextureMainPassMaxDrawDistance
Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass.
ERuntimeVirtual...
VirtualTextureRenderPassType
Controls if this component draws in the main pass as well as in the virtual texture.